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https://github.com/bevyengine/bevy
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# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
167 lines
4.7 KiB
Rust
167 lines
4.7 KiB
Rust
//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
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//! This is run in CI to ensure that this doesn't regress again.
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use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*, window::WindowResolution};
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// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
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// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
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const MAX_WIDTH: u16 = 401;
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const MAX_HEIGHT: u16 = 401;
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const MIN_WIDTH: u16 = 1;
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const MIN_HEIGHT: u16 = 1;
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const RESIZE_STEP: u16 = 4;
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#[derive(Resource)]
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struct Dimensions {
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width: u16,
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height: u16,
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}
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fn main() {
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App::new()
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.insert_resource(Dimensions {
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width: MAX_WIDTH,
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height: MAX_HEIGHT,
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})
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.add_plugins(
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
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.with_scale_factor_override(1.0),
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title: "Resizing".into(),
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..default()
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}),
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..default()
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}),
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)
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.insert_resource(Phase::ContractingY)
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.add_system(change_window_size)
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.add_system(sync_dimensions)
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.add_system(bevy::window::close_on_esc)
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.add_startup_system(setup_3d)
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.add_startup_system(setup_2d)
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.run();
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}
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#[derive(Resource)]
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enum Phase {
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ContractingY,
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ContractingX,
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ExpandingY,
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ExpandingX,
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}
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use Phase::*;
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fn change_window_size(
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mut windows: ResMut<Dimensions>,
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mut phase: ResMut<Phase>,
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mut first_complete: Local<bool>,
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) {
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// Put off rendering for one frame, as currently for a frame where
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// resizing happens, nothing is presented.
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// TODO: Debug and fix this if feasible
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if !*first_complete {
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*first_complete = true;
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return;
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}
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let height = windows.height;
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let width = windows.width;
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match *phase {
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Phase::ContractingY => {
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if height <= MIN_HEIGHT {
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*phase = ContractingX;
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} else {
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windows.height -= RESIZE_STEP;
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}
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}
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Phase::ContractingX => {
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if width <= MIN_WIDTH {
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*phase = ExpandingY;
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} else {
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windows.width -= RESIZE_STEP;
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}
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}
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Phase::ExpandingY => {
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if height >= MAX_HEIGHT {
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*phase = ExpandingX;
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} else {
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windows.height += RESIZE_STEP;
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}
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}
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Phase::ExpandingX => {
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if width >= MAX_WIDTH {
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*phase = ContractingY;
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} else {
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windows.width += RESIZE_STEP;
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}
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}
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}
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}
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fn sync_dimensions(dim: Res<Dimensions>, mut windows: Query<&mut Window>) {
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if dim.is_changed() {
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let mut window = windows.single_mut();
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window.resolution.set(dim.width as f32, dim.height as f32);
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}
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}
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/// A simple 3d scene, taken from the `3d_scene` example
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fn setup_3d(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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/// A simple 2d scene, taken from the `rect` example
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fn setup_2d(mut commands: Commands) {
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commands.spawn(Camera2dBundle {
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camera: Camera {
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// render the 2d camera after the 3d camera
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order: 1,
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..default()
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},
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camera_2d: Camera2d {
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// do not use a clear color
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clear_color: ClearColorConfig::None,
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},
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..default()
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});
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.25, 0.25, 0.75),
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custom_size: Some(Vec2::new(50.0, 50.0)),
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..default()
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},
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..default()
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});
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}
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